let i = 1

const GLmethod = {}

GLmethod.activeTexture = i++ //1
GLmethod.attachShader = i++
GLmethod.bindAttribLocation = i++
GLmethod.bindBuffer = i++
GLmethod.bindFramebuffer = i++
GLmethod.bindRenderbuffer = i++
GLmethod.bindTexture = i++
GLmethod.blendColor = i++
GLmethod.blendEquation = i++
GLmethod.blendEquationSeparate = i++ //10
GLmethod.blendFunc = i++
GLmethod.blendFuncSeparate = i++
GLmethod.bufferData = i++
GLmethod.bufferSubData = i++
GLmethod.checkFramebufferStatus = i++
GLmethod.clear = i++
GLmethod.clearColor = i++
GLmethod.clearDepth = i++
GLmethod.clearStencil = i++
GLmethod.colorMask = i++ //20
GLmethod.compileShader = i++
GLmethod.compressedTexImage2D = i++
GLmethod.compressedTexSubImage2D = i++
GLmethod.copyTexImage2D = i++
GLmethod.copyTexSubImage2D = i++
GLmethod.createBuffer = i++
GLmethod.createFramebuffer = i++
GLmethod.createProgram = i++
GLmethod.createRenderbuffer = i++
GLmethod.createShader = i++ //30
GLmethod.createTexture = i++
GLmethod.cullFace = i++
GLmethod.deleteBuffer = i++
GLmethod.deleteFramebuffer = i++
GLmethod.deleteProgram = i++
GLmethod.deleteRenderbuffer = i++
GLmethod.deleteShader = i++
GLmethod.deleteTexture = i++
GLmethod.depthFunc = i++
GLmethod.depthMask = i++ //40
GLmethod.depthRange = i++
GLmethod.detachShader = i++
GLmethod.disable = i++
GLmethod.disableVertexAttribArray = i++
GLmethod.drawArrays = i++
GLmethod.drawArraysInstancedANGLE = i++
GLmethod.drawElements = i++
GLmethod.drawElementsInstancedANGLE = i++
GLmethod.enable = i++
GLmethod.enableVertexAttribArray = i++ //50
GLmethod.flush = i++
GLmethod.framebufferRenderbuffer = i++
GLmethod.framebufferTexture2D = i++
GLmethod.frontFace = i++
GLmethod.generateMipmap = i++
GLmethod.getActiveAttrib = i++
GLmethod.getActiveUniform = i++
GLmethod.getAttachedShaders = i++
GLmethod.getAttribLocation = i++
GLmethod.getBufferParameter = i++ //60
GLmethod.getContextAttributes = i++
GLmethod.getError = i++
GLmethod.getExtension = i++
GLmethod.getFramebufferAttachmentParameter = i++
GLmethod.getParameter = i++
GLmethod.getProgramInfoLog = i++
GLmethod.getProgramParameter = i++
GLmethod.getRenderbufferParameter = i++
GLmethod.getShaderInfoLog = i++
GLmethod.getShaderParameter = i++ //70
GLmethod.getShaderPrecisionFormat = i++
GLmethod.getShaderSource = i++
GLmethod.getSupportedExtensions = i++
GLmethod.getTexParameter = i++
GLmethod.getUniform = i++
GLmethod.getUniformLocation = i++
GLmethod.getVertexAttrib = i++
GLmethod.getVertexAttribOffset = i++
GLmethod.isBuffer = i++
GLmethod.isContextLost = i++ //80
GLmethod.isEnabled = i++
GLmethod.isFramebuffer = i++
GLmethod.isProgram = i++
GLmethod.isRenderbuffer = i++
GLmethod.isShader = i++
GLmethod.isTexture = i++
GLmethod.lineWidth = i++
GLmethod.linkProgram = i++
GLmethod.pixelStorei = i++
GLmethod.polygonOffset = i++ //90
GLmethod.readPixels = i++
GLmethod.renderbufferStorage = i++
GLmethod.sampleCoverage = i++
GLmethod.scissor = i++
GLmethod.shaderSource = i++
GLmethod.stencilFunc = i++
GLmethod.stencilFuncSeparate = i++
GLmethod.stencilMask = i++
GLmethod.stencilMaskSeparate = i++
GLmethod.stencilOp = i++ //100
GLmethod.stencilOpSeparate = i++
GLmethod.texImage2D = i++
GLmethod.texParameterf = i++
GLmethod.texParameteri = i++
GLmethod.texSubImage2D = i++
GLmethod.uniform1f = i++
GLmethod.uniform1fv = i++
GLmethod.uniform1i = i++
GLmethod.uniform1iv = i++
GLmethod.uniform2f = i++ //110
GLmethod.uniform2fv = i++
GLmethod.uniform2i = i++
GLmethod.uniform2iv = i++
GLmethod.uniform3f = i++
GLmethod.uniform3fv = i++
GLmethod.uniform3i = i++
GLmethod.uniform3iv = i++
GLmethod.uniform4f = i++
GLmethod.uniform4fv = i++
GLmethod.uniform4i = i++ //120
GLmethod.uniform4iv = i++
GLmethod.uniformMatrix2fv = i++
GLmethod.uniformMatrix3fv = i++
GLmethod.uniformMatrix4fv = i++
GLmethod.useProgram = i++
GLmethod.validateProgram = i++
GLmethod.vertexAttrib1f = i++ //new
GLmethod.vertexAttrib2f = i++ //new
GLmethod.vertexAttrib3f = i++ //new
GLmethod.vertexAttrib4f = i++ //new       //130
GLmethod.vertexAttrib1fv = i++ //new
GLmethod.vertexAttrib2fv = i++ //new
GLmethod.vertexAttrib3fv = i++ //new
GLmethod.vertexAttrib4fv = i++ //new
GLmethod.vertexAttribPointer = i++
GLmethod.viewport = i++

export default GLmethod
